Consider leaving "objects" unchecked by default in the Find All dialog. Searching is a LOT quicker without it, but it took me months to discover this, as it was always checked and I never thought to uncheck it (even though I rarely actually need it - I mainly search for events, comments, etc.)
Mouse-controlled movement: I was trying to help someone in the free section with this and discovered I couldn't make the mouse reappear - once the object hides it - it doesn't come back even when you delete the mouse-controlled object. Not sure if this is by design or not...
Also the mouse-controlled movement removes your mouse external to the game - you can't close the game, can't interact with the debugger - can do nothing that isn't written into the game at that point - fortunately the person there wrote in Esc to close the game - but when I was testing something on a blank .mfa I had to ctrl-alt-del out of the game - go to Task Manager and end task the game to get my mouse cursor back. There needs to be some ability for the mouse to reappear if the game loses focus.
I'm checking if it's something to do with my code, but for now, i can't find a way to stop that issue.
when you resize the List object with a custom icon, the custom icon disappears (from both its properties panel and the event editors) and you must recreate it again. This happens with some other objects too (eg. Score object) but not all objects (eg. doesn't happen with String object)
Attachment 27556 is to just keep pressing Open all groups. As you can see, the "AI" 'group' is actually shown, it's just that it's closed. Once you do Open all groups a couple of times, it'll open, revealing the correctly filtered events inside. This will be unbearable if you use the menu command for Open all Groups, so you should set a hotkey for it (and for Close all Groups), so you can hit the key quickly in succession. Fusion is very generous with what hotkeys it allows you to use, so you don't have to use an awkward hotkey like Ctrl-Shift-G for example. You can just use a single key like G or / or 1 if you like.
By the way, I'm not disagreeing that it's a bug - yes, it is a bug - but it's one with an easy workaround.
@Yves , to recreate the problem, just make an event that references an object that is referenced nowhere else, then place it inside a child event (or group event - they seem to have the same problem). Then do close all groups a few times to ensure that all groups and subgroups and fully closed. Then click on the object in the Event Editor, and I believe you'll see the problem Doberman was describing.
When you have a counter set as text - there isn't an option to set if the text is aligned in the top, middle or bottom (as far as I can see).
Previously it seems that it was aligned in the middle automatically. I can see from my previous screenshots that my alignment on all my devices were correct.
But not as I'm updating my games every single one of my counters are higher than before - and it's more noticeable on tablets than on my phone (my resolution is exact for my phone - stretched for my tablets).
It seems to be aligning the value at the top of the field and not in the middle.
This change means I have to re-align every single counter on every single frame in every single game to get their spacing right again. (That's a lot - there would be 1000s of counters across my games.)
Any chance this could be changed back to how it was before in the Android export module?
Oh my bad, i was refering to another post, but thank you for the help to figure out the filter issue.
The move safely issue i was refering to:
But i've found that the issue is normal because of the way the object works, i just created two separate conditions to test ground and floor collisions and now it works.